Animated outfits

  • #1, by Ace222Friday, 10. April 2015, 04:05 5 years ago
    Is there a way to create an animated outfit (like a scarf blowing in the wind) where the animation isn't affected by the character's walk/idle animations or even changes in the direction that the character is facing? In other words, I'm wondering if there's a way to line things up so that the scarf animation transitions smoothly from one character animation to the next in a way that feels consistent and natural.

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  • #2, by afrlmeFriday, 10. April 2015, 10:59 5 years ago
    Currently no. Well not easily anyway. It might be possible in a future build of VS, but I'm not supposed to give too much information away in regards to upcoming builds because sometimes the features don't end up working out or are too buggy or whatever.

    The only thing I can think of really is creating the scarf as another character & then using a loop to update it's position constantly. You would need to use a bit of math calculation to get to position & scale correct - no actually you could have it do that automatically by creating the background of the animation at the same size of the character animation backgrounds & giving it the same animation center.

    It's an interesting idea, but unless you are a capable scripter, then I would recommend putting the idea on hold until it's possible to do that in the VS editor instead. But that's entirely up to you. wink

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  • #3, by gustyFriday, 10. April 2015, 11:51 5 years ago
    AFRLme: Do you think there is any chance of character's turning animations in a future build(s)?

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  • #4, by afrlmeFriday, 10. April 2015, 11:59 5 years ago
    Hopefully... but not in the upcoming build, as it's not in the current team build I have, nor is it mentioned in the changelog.

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  • #5, by gustyFriday, 10. April 2015, 12:29 5 years ago
    Hurray! I hope some day this feature will come true.

    Btw I realized one thing lately - there is absolutely no need to have "starting walking" animation. What is crucial is only stopping animation (and turning animation - only one way around I believe).



    I ripped this video from Dracula Begin as a little study. I know that this is 3D character, but theory behind it is the same as with 2D characters I believe. It seems that they used like 3 frame animation for stopping - it's rather quick but it looks okay. Also I found this tutorial for Unity, there are some good ideas so maybe it could be helpful for Visionaire in some way especially that stuff about velocity and turning angles.

    http://www.holyfingers.co.uk/main/blog/2013/07/31/pointing-a...

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  • #6, by afrlmeFriday, 10. April 2015, 13:10 5 years ago
    It's possible to include start walk animation inside your walk animations just by selecting the right frame to start with. For instance I chose a frame which is close to the initial foot placements. You can always include one of your idle frames for each direction as the initial frame.

    End walk is a little more complicated (well if you want it to be accurate) as it requires checking / storing the current frames index value, which can then be used to figure out from which frame to play the ending animation from.

    Rotation should rotate both ways. That being, it should rotate in the direction which requires the least amount of rotation.

    Both me & Simon have actually written scripts for calculating rotation & all that. I've not had time to progress my script though.

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  • #7, by afrlmeFriday, 10. April 2015, 13:10 5 years ago
    It's possible to include start walk animation inside your walk animations just by selecting the right frame to start with. For instance I chose a frame which is close to the initial foot placements. You can always include one of your idle frames for each direction as the initial frame.

    End walk is a little more complicated (well if you want it to be accurate) as it requires checking / storing the current frames index value, which can then be used to figure out from which frame to play the ending animation from.

    Rotation should rotate both ways. That being, it should rotate in the direction which requires the least amount of rotation.

    Both me & Simon have actually written scripts for calculating rotation & all that. I've not had time to progress my script though.

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  • #8, by sebastianWednesday, 22. July 2015, 18:58 5 years ago
    does anything happened to that idea with rotating the character before starting to walk?

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  • #9, by afrlmeWednesday, 22. July 2015, 20:03 5 years ago
    SimonS already provided a rough workaround script for character rotation. I have written a more accurate way of rotating characters around, but my script isn't finished - I've only written the rotation calculations so far.

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